Witcher placeable conversion project
#176
Posté 01 août 2013 - 12:39
#177
Posté 02 août 2013 - 03:23
#178
Posté 02 août 2013 - 05:09
Tchos wrote...
An aside...look at this creature I found. I haven't seen this little man in the game, and I can't find any info on him in the bestiary, either. The file name calls him a "faerie". He's fully animated with a swaggering walk and some whimsical idle animations.
https://www.dropbox....g16q/faerie.JPG
That looks like a grigg. There was a side quest in The Witcher where you had to return their cat's harness.
#179
Posté 02 août 2013 - 05:15
#180
Posté 13 août 2013 - 02:06
**poke poke**
#181
Posté 13 août 2013 - 08:46
#182
Posté 14 août 2013 - 04:54
200x150https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/mushroomkingdom1.jpg[/img]
Close up action shot...
200x150https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/mushroomkingdom2.jpg[/img]
In game for a sense of scale...
200x150https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_081413_105811.jpg[/img]
Modifié par MokahTGS, 14 août 2013 - 06:01 .
- rjshae aime ceci
#183
Posté 18 août 2013 - 12:09
#184
Posté 18 août 2013 - 12:48
Witcher Placeable Conversion project v0.257.7z (221 placeables)
Modifié par Tchos, 18 août 2013 - 12:51 .
#185
Posté 18 août 2013 - 02:02
Tchos wrote...
I like it, and I need to get those mushrooms, myself.
Did you see this, Mokah? New lab jars!
No...completely missed those. Sweet!
The mushrooms are available on the vault.
Modifié par MokahTGS, 18 août 2013 - 02:10 .
#186
Posté 18 août 2013 - 07:28
By the way, did I hear someone say "mushrooms ?"
Modifié par Calister68, 18 août 2013 - 07:53 .
#187
Posté 18 août 2013 - 08:12
If the placeables appear black, then it's because the blueprint has the colour set to black. The colours should all be set to white by default in their blueprints and resaved, except for certain ones that I made personally to work with custom tint maps. I did not test all of the blueprints.
Mokah, since you want to use the tree scaled up to that size, I could make an alternate version with its texture tiled so that it doesn't look so scaled.
#188
Posté 18 août 2013 - 09:50
Tchos wrote...
Mokah, since you want to use the tree scaled up to that size, I could make an alternate version with its texture tiled so that it doesn't look so scaled.
an object this big would also benefit from a 2k texture
#189
Posté 18 août 2013 - 08:27
Calister68 wrote...
Amazing placeables, as always... a great source of inspiration ! Some of the placeables appear black in the toolset, is it normal ? It's not a big problem though, you juste have to change the tint to get the right color.
By the way, did I hear someone say "mushrooms ?"
Are those available somewhere?
Tchos wrote...
Those are also nice mushrooms.
If the placeables appear black, then it's because the blueprint has the colour set to black. The colours should all be set to white by default in their blueprints and resaved, except for certain ones that I made personally to work with custom tint maps. I did not test all of the blueprints.
Mokah, since you want to use the tree scaled up to that size, I could make an alternate version with its texture tiled so that it doesn't look so scaled.
Yes, I would love a better version of the texture if you want to make one. I also was thinking of making a prefab with that tree even larger, so yes...anything would help.
#190
Posté 18 août 2013 - 09:04
MokahTGS wrote...
Are those available somewhere?
Not yet, but they'll be available soon on the nexus. I just made one more mushroom growing on the tree, and there is a last one very special I would like to model -but this one is very difficult to make, especially because of the texture work. As soon as it is complete, I'll upload the whole pack on the nexus.
Speaking of that, I think I saw some mushrooms on the Witcher placeables gallery ?
#191
Posté 18 août 2013 - 09:48
#192
Posté 18 août 2013 - 11:11
Tchos wrote...
And here's v0.257. Includes the most recent placeables as shown in the earlier screenshots, a full set of blueprints from EvilShade and PJ (untested by me), and a nearly completely textured country house.
Witcher Placeable Conversion project v0.257.7z (221 placeables)
#193
Posté 20 août 2013 - 07:22
Tchos wrote...
These mushrooms? These are the only ones I recall.
I found an other one ! (no, I'm not obsessed with mushrooms:lol:)
#194
Posté 20 août 2013 - 09:38
https://www.dropbox....02-34-06-04.jpg
#196
Posté 22 août 2013 - 12:15
#197
Posté 22 août 2013 - 07:05
Modifié par Calister68, 22 août 2013 - 07:26 .
#198
Posté 22 août 2013 - 02:31
All you'll need to do is edit the wiki to add the range you use, and use the same range in your 2da. Using the reserved ranges is more community friendly (you're already being friendly by releasing stuff at allCalister68 wrote...
Ah, yes, I forgot this one. I'll see what I can do (don't forget to post screens if you use my mushrooms !).
#199
Posté 23 août 2013 - 08:06
kamal_ wrote...
All you'll need to do is edit the wiki to add the range you use, and use the same range in your 2da. Using the reserved ranges is more community friendly (you're already being friendly by releasing stuff at all), it makes it easier for people to incorporate your work.
Done ! (Sorry Tchos for flooding your post
#200
Posté 24 août 2013 - 01:29





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